deanej
Deity
I am looking for help in the following areas of the mod (see main thread here):
-Cloaking Device
I am hoping to get this implemented in the SDK. This would make it easy to modify for scenarios. The Misc/Civ4CloakingInfos file is already in the XML. Explanation of the tags:
-If anyone can explain to me why I can't build buildings it would be helpful. Otherwise I'll just wait until the patch and then send it to Jon Shafer.
-Unit Graphics
I need someone to make the unit graphics. Right now I am using Final Frontier models/buttons.
Chart including all units in the mod
-Diplo text
I also would like to invite the community to write the custom diplo text for my leaders
NOTE: I already have the first contact text for the Borg Queen, Locutus, and Decaren. Other text for these leaders is welcomed, though.
EDIT: pedia and strategy text is also welcomed.
-Cloaking Device
I am hoping to get this implemented in the SDK. This would make it easy to modify for scenarios. The Misc/Civ4CloakingInfos file is already in the XML. Explanation of the tags:
Spoiler :
Type - defines the type of cloak
Description - in-game name
Civlopedia - pedia text
Strategy - strategy text
Tech - technology requirement
OverrideCloak - example: if set to CLOAK_DEFAULT it will replace the default cloak.
bInvisible - if set to 1 units under the cloak will be invisible
BuildingReveal - ex: if set to BUILDINGCLASS_WDEFENCE_GRID the tacheyon detection grid will reveal ships using that cloak within the civilization's borders.
UnitReveal - ex: if set to UNITCLASS_QUANTUM_BEAKON the Quantum Beakon will reveal ships using that cloak within its LOS.
bRequireCiv - if set to 1 it requires a civ listed in the next tag; if set to 0 all civs can use it
CivRequire - holds the "Civilization" tags
Civilization - civilization that can use the cloak (ex: CIVILIZATION_KLINGON) not used if bRequireCiv is set to 0
bRequireUnit - if set to 1 only certain units can use it; if set to 0 all units can use it; animals can never cloak
UnitRequire - hold the "Unit" tags
Unit - unit that can use the cloak (ex: UNITCLASS_LIGHT_III) not used if bRequireUnit is set to 0
bNoCombat - if set to 1, cloaked units can't attack enemy units
bExploreRival - if set to 1, cloaked units can enter rival territory without an open borders agreement
bHiddenNationality - if set to 1, cloaked units don't reveal what civ they are from and are an enemy regardless of diplomacy
bNoTerrainDamage - if set to 1, cloaked units don't get damaged by hostile terrain (except black holes)
FeatureModify - holds FeatureType tags
FeatureType- holds tags of next three types
Feature - ex: FEATURE_FORREST
iMovement - movement cost of feature for cloaked units; overrides default movement cost
bImpassible - sets weather the feature is impassible or not for cloaked units, regardless of whether it is for non-cloaked units
Description - in-game name
Civlopedia - pedia text
Strategy - strategy text
Tech - technology requirement
OverrideCloak - example: if set to CLOAK_DEFAULT it will replace the default cloak.
bInvisible - if set to 1 units under the cloak will be invisible
BuildingReveal - ex: if set to BUILDINGCLASS_WDEFENCE_GRID the tacheyon detection grid will reveal ships using that cloak within the civilization's borders.
UnitReveal - ex: if set to UNITCLASS_QUANTUM_BEAKON the Quantum Beakon will reveal ships using that cloak within its LOS.
bRequireCiv - if set to 1 it requires a civ listed in the next tag; if set to 0 all civs can use it
CivRequire - holds the "Civilization" tags
Civilization - civilization that can use the cloak (ex: CIVILIZATION_KLINGON) not used if bRequireCiv is set to 0
bRequireUnit - if set to 1 only certain units can use it; if set to 0 all units can use it; animals can never cloak
UnitRequire - hold the "Unit" tags
Unit - unit that can use the cloak (ex: UNITCLASS_LIGHT_III) not used if bRequireUnit is set to 0
bNoCombat - if set to 1, cloaked units can't attack enemy units
bExploreRival - if set to 1, cloaked units can enter rival territory without an open borders agreement
bHiddenNationality - if set to 1, cloaked units don't reveal what civ they are from and are an enemy regardless of diplomacy
bNoTerrainDamage - if set to 1, cloaked units don't get damaged by hostile terrain (except black holes)
FeatureModify - holds FeatureType tags
FeatureType- holds tags of next three types
Feature - ex: FEATURE_FORREST
iMovement - movement cost of feature for cloaked units; overrides default movement cost
bImpassible - sets weather the feature is impassible or not for cloaked units, regardless of whether it is for non-cloaked units
-If anyone can explain to me why I can't build buildings it would be helpful. Otherwise I'll just wait until the patch and then send it to Jon Shafer.
-Unit Graphics
I need someone to make the unit graphics. Right now I am using Final Frontier models/buttons.
Chart including all units in the mod
-Diplo text
I also would like to invite the community to write the custom diplo text for my leaders
Spoiler :
Federation - Archer, Leyton
Klingon - Gorwon, Martok
Romulan - Neral, Shinzon
Cardassian - Dukat
Ferengi - Zek, Rom
Dominion - Female Changeling
Borg - Borg Queen, Locutus
Kazon - Culluh
Vidiian - Denara Pel
Hirogen - Decaren (one of the hunters)
Breen - Thot Gor
Bajor - Shakaar
Krenim - Annorax
Devore - Kashyk (one of the inspectors)
Klingon - Gorwon, Martok
Romulan - Neral, Shinzon
Cardassian - Dukat
Ferengi - Zek, Rom
Dominion - Female Changeling
Borg - Borg Queen, Locutus
Kazon - Culluh
Vidiian - Denara Pel
Hirogen - Decaren (one of the hunters)
Breen - Thot Gor
Bajor - Shakaar
Krenim - Annorax
Devore - Kashyk (one of the inspectors)
NOTE: I already have the first contact text for the Borg Queen, Locutus, and Decaren. Other text for these leaders is welcomed, though.
EDIT: pedia and strategy text is also welcomed.